Fixed shotguns that consume multiple ammo per shot causing ammo values to become negative (Gladiator)
Refactored Drone gameplay a bit. Split the drones into Combat Drones and Hauler Drones.
Hauler Drone is a new unlock that replaces Hauling Module. A very fast, cheap drone that can pick up props and items but cannot attack.
The regular drones (Gun and Pulse Drones) have lost the ability to pick up props, but have been made cheaper to compensate.
Combat Drones will get some new functionality very soon.

Slightly reduced the visual height of the Tickle Monster, as it doesn't align with its hitbox. Probably still a bit misaligned.
Puke Pus now causes sickness instead of slow.
Bloodlust now only applies the penalty if you have phantom health...Increased the penalty a bit.
Refactored the Gluon variants into remantle variants. Removed the crafts for them. This is the first weapon to have 3 branches of remantling.
You can now unlock purchasing CPU Parts with the crafting pack.

Made a few crappy bosses better and bosses in general do more damage.
Poison is now 50/50 instant/dot instead of 40/60 and is rounded towards
instant.
Penetrating melee strikes now are reduced in damage less per target
(from 20% each to 10%) and cap at 40% reduction rather than 50%.

Adjusted Blood Armor to work differently after the current under usage.
Now splits the damage evenly across health and blood armor. Increasing your blood armor absorb % means blood armor takes more of the damage. This is in general a buff, but not nearly as good as it used to be.
Made Gourmet a bit less mandatory. Now increases the time taken to eat food much more.

Reduced the penalties associated with Smart Targetting and Reclaimable Solution in terms of medic gun fire delay.
Made the magnitude of Concentrated Effects buff and debuff more prevalent.
Antigen now slightly reduces max health, but has more blood armor damage reduction.
Reinforced Hull now has it's missing manhack speed penalty.
Turret Lock is now only 90% of the angle instead of 95%.
Turret Overload is now a reduction to turret range instead of turret health.
Adjusted the appearance of Juggernaut projectiles to be less bright.
Fixed lua error.
Added some unique trinkets, and a use for CPU Parts.

Adjusted the healing ray effect and Hephaestus variant.
Fixed force fields and various other entities being behind a prop you're trying to nail causing you to be unable to nail.
Buying a Carpenter's Hammer will only give you 5 nails instead of 15. Reduced the price of nails in the arsenal from 5 -> 4 to compensate.

Reduced the worth values of Cameras and Message Beacons.
Made cameras cheaper in the arsenal.
Zombies below the threshold for patient zero should now always receive it (fixing a few edge conditions). The threshold for patient zero slightly increases each wave.
Increased the range of pulse drone projectiles.
Patient Zero zombies now take slightly less damage from bullets, but a bit more damage from melee.

Made remantling melee, and making a weapon perfected easier.
Increased the movement speed of Giga Gore Child and the frequency of throwing babies.
It also loses less speed while performing a cry attack.

Added Bulwark variant.
Zeus now slows zombies from electricity and is considered a pulse weapon (can proc resonance), but slightly reduced the base damage.
Increased Gluon damage a tiny bit since it's obnoxiously hard to aim now. Not even close to where it once was. Is statistically the worst Tier 5 and probably still will be.

The Purger Antidote Pistol now moves further, has a larger hitbox, fires faster, uses less ammo, and has a larger clip.
You can now empty medical guns.
Reordered the trinkets in the worth menu by price.
The clip size increase shown on the medic gun is now properly proportionate to how many shots it is actually increased by.
Remantling now shows you the breakdown result of a weapon clientside instead of asking the server for it.
Added the Defender Shot variant of the Strength Shot.

Added explosive damage tapering to the Barrage. Increased the base damage to compensate from 29 -> 34.
There will be more adjustments to the barrage later.
A few code changes to Flesh Creepers to prepare for zombie constructions (flesh turrets and the like)

You now gain points for the damage you protect players with by using the Medic Rifle. The ratio is the same as the healing ratio.
Increased the protection provided by the medic rifle and it's duration.
Added indicators for when you buff a player with a status.
Healing over 5HP will now display the healing message on your screen rather than as a floater.
Fixed the Medic Rifle/Strength Rifle not showing the player hit by the darts that they've been boosted.

Refactored fist code to not have as much code duplication.
Fixed some code mistakes in previous commits
Added a new Tier 4 fist weapon.
Fixed the sound of fists hitting something overriding the swing sound.

Some skill changes on the back of skills players aren't using so much:
Glutton is no longer affected by healing received multipliers like from Bloodlust. Only food recovery multipliers affect the blood armor gained.
Reduced the penalty of Haemostasis from -13hp -> -7 and made it only use 2 blood armor instead of 3.
Sugar Rush now works on all food items, but gives you -35% to food recovery amount.
Agile's jumping power has been increased.
Swapped the downsides on Field Amplifier. Now provides reduced delay for reduced range.
Reduced the downsides of Sure Step, Intrepid and Cardiotonic.

Eminence base damage increased from 49 -> 59 and radius increased.
Adjusted Amigo variant to be reliant on headshots.
Made the Crackler variant deal a bit more damage but lose more fire rate.
Made the Magnum variant have less harsh of a penalty.
Peashooter variant accuracy decreased.
Quasar and Renegade damage both increased by roughly the same amount.
Depict alternate remantle branches with different killicons.

Made remantling confirmations serverside. This should prevent issues where the remantler would de-sync and you wouldn't be able to upgrade your weapon until you switched back.
Fixed dismantling being broken.

Reprocessing (with a trinket) food now grants you the same amount of medical power as it would if you had Gourmet (x2).
Food doesn't require a medical tool to use, hence destroying the food is not worthwhile.

Increased the damage of all slug weapons, as they're underperforming.
Made the Glock remantle variant a bit better.
Made the Hunter remantle more consistent and better overall.
Inferno variant chance to ignite reduced.
Added Tithonus and Shredder variants.
Fixed dismantling variant weapons not giving you the component.

Trinkets/components can now be crafted in the crafting system.
You can now use an inventory item to craft with, instead of a weapon.
Added the Electromagnet recipe. Combine a electrobattery and magnet to get a significantly more powerful magnet.
Magnets now cause you to automatically pick up items if they're near by, and you've got it equipped.

Adjusted the names of some variables to read a bit more nicely.
Adjusted the base fire rate of the peashooter to be 0.2, and made the variant use the faster fire rate of 0.15. Fixed the variant not getting an accuracy penalty.
Changed the description on the Medic Gun to state that it speed boosts players.
Reduced base damage on the Incendiary Inferno.
Reduced the accuracy of the Birdshot Annabelle.
Increased the fire rate of the Precision Amigo.

Added Slinger and Stubber remantle variants.
Reworked the interface on the arsenal crate, remantler and worth menu. Now uses a grid system which displays the image much more prominently.
There are now tier selectors for weapons, allowing you to select the tier of weapon/melee/trinket you're looking for (since that's how most people spend their points)
Trinkets now display their category on the trinket button themselves.

Adjusted Power Gauntlet and Boxing Training Manual.
Boxing Training Manual no longer applies stun, but applies a generic leg and arm damage effect once the threshold is reached. It now also reduces your base unarmed swing time slightly.
Power Gauntlet now always receives a damage increase from consective hits, which now culuminates at +45% maximum, then resets back to 0%.
Removed Hull Sizes from Gluon, Tau Cannon and Cosmos. Causes very easy braindead hit detection (traceHull shouldn't ever be really used in predicted hooks, apparently). Gluon and variants damage increased very slightly to compensate.
Adjusted Typhoon variant of the Hurricane

Added Medical Kit and Peashooter variant.
Thin out the difference between Eradicators and Poison Zombies. Reduced the health of Eradicators, but increased the health of Poison Zombies. Poison Zombies have a larger head box.
Should make the difference between wave 5 and 6 less jaring.

Master Chef is now a 1 in 9 chance to proc instead of 1 in 14. Was currently a really underused and unviable skill.
Added a lot of alternate remantle branch weapons. Some of them are distinct enough to feel like completely different weapons altogether.

Added the basis of remantle branches. Some weapons will be able to have alternate branches to remantle into, such as slug rounds for shotguns.
Mostly working, maybe a few bugs that need ironing out. Not caught them yet.
A few test branches, such as slug weapons and incendiary weapons, are working.
Made the remantle interface somewhat larger to accomodate the new branches.

Underperfoming weapon adjustments
Adjusted the remantle bonuses on most T2 weapons significantly. They should now perform much better if you invest them, as they should, during the late game, making them viable choices.
Aspirant has a 3 round burst instead of 5 to make it a bit easier to control. Made it much more accurate and deals a bit more damage.
Fracture damage increased from 12 -> 13, increased accuracy and decreased reload time, no reason to use this over the sawn off right now.
The Mega Masher can now be dismantled.
Changed the Tempest model. It is now automatic.
Stabber was performing very terribly. Damage increased from 52 -> 61 (which is still much less than annabelle), melee damage increased from 38 -> 45. Alternate attack delay made faster.

Worth menu price adjustments
Normalised prices of guns at 45 worth, since pistols are now pretty viable T1 starter weapons for transitioning to a T2.
Normalised Axe price from 45 -> 40 to compete with other melee weapons.
Medic Gun now more viable than before so worth price increased from 50 -> 55.
Antidote Shot and Strength Shot are very niche so made them more accessible, reduced their worth cost to 40.
Worth values of turrets decreased from 85 -> 75 but decreased their starting ammo.
Zapper price reduced from 85 -> 75 as it has very low starting ammo in comparison.
Targeting Visor made 20 -> 15 worth.
Flash Bombs are now 15 worth, people hardly started with these.
Cryo Gas grenades are now 40 worth from 45, people hardly started with these.
Sigil Fragments are now 35 worth to 25 worth, one use item that's not game changing unlike...
Corrupted Fragments, which are bought way more often. Increased their worth price from 35 to 45.
Medic Cloud Bomb worth price increased from 20 ->25
Nanite Cloud Bomb worth price decreased from 35 -> 25 rarely taken, put in line with it's counterpart.
Stun Baton was rarely taken, so made it deal more damage and gain a remantle bonus which increases leg damage. Cleared up the description on it.

Small tweaks
Fixed the Enkindler igniting things it shouldn't, increased the chance for it to ignite.
Reworded the description of Bloodshot Bombs and some melee weapons.
The Rebar Mace's stagger effect has been made more significant.

Unnailing a prop will now adjust the health of the prop itself
Unnailing a prop will now set that props health to be lower if it had less barricade health remaining.
Prevents unnailing a couch to use it's 1000 HP

Added a scope to the Aspirant. Increased the base damage from 24 -> 25, but made the delay between shots a bit longer. 30 clip size to 25.
Battle Rifle damage increased from 20.5 -> 22.5, but made the delay between shots a lot longer. 30 clip size to 21. Trying the approach of making burst rifles focused on accuracy.
Inferno clip size increased from 35 -> 40 to give it a bit more personality.
Slug Rifle clip size increased from 4 -> 5.
Push Broom really terrible T2 melee, increased the damage from 48 -> 53.
Decreased Amigo damage from 18.5 -> 19. Has high damage for the fast accurate output.
Glock accuracy increased a fair amount, since it's not used so much.
Gladiator damage increased from 13.125 -> 14. Not often used and low stats.
Eminence base damage increased from 44 -> 49 and projectile damage ratio slightly increased. Gimmick weapon.
Increased the damage on Slingshot Zombie main attacks (since they're a bit slower). Decreased the delay from turning into a Slingshot to a Torso. Increased the damage on the Torso from 16 -> 20.
Adjusted the corruption effects.

Moved the location of the new status icons out of the kill icons folder.
Changed the bonus of clip size on the Magnum to fire rate. Using this as my test bed to see if perfected T2s can be made into viable late game weapons.

Zombies who've hit a barricade recently now get the extra leg damage from crouch jumping. Prevents basically unhittable crouch jumping zombies. It remains the same outside, where zombies won't get slowed down.
Arc Zapper damage increased from 42 -> 55, should be more worthwhile.
Reduced the arc radius of the Zeus from 95 to 65.

Adjusted Renegade sound.
Fixed objects like drones, impact mines and gun turrets not having their spread be properly randomised. You'll almost certainly notice this.
Made the starter trinkets significantly more worthwhile, other than being gimmick items.

The Colossus no longer loses as much damage piercing through zombies.
Added new Tier 4 - "Renegade" Rifle. Gains a damage resistance penetration buff if you get enough headshot kills with it.
5.56 ammo is now called Assault Rifle ammo globally.
Increased the health penalty on Sanguine from 6 to 9.

Adjusted the code around firing bullets, small optimisations.
Allow clients to fire traces again for prediction if they need to - client will use the correct randomisation spread until next actual shot as proven here - https://i.imgur.com/DAT8yyf.png
In short words, this might improve hit registration.
Don't check if the worldspawn entity has a fakehitbox (where most bullets will hit), was a performance bottleneck (FProfiler)

Tithonus now has a slight arc to the projectiles.
Reduced Zeus damage from 104 -> 62 (base damage), but now uses 1 ammo instead of 2. Reloads faster. Adjusted the apperance and effects a lot. Has higher projectile velocity and a long arc.
Adjusted Tithonus, Nova Blaster, and Spinfusor effects a bit.

Added and adjusted descriptions on a bunch of weapons.
Fracture spread between bullets now scales with the cone size.
Gale Storm fire rate decreased a bit.
Magnum accuracy bonus from remantling increased, and also gave it a remantle clip size bonus.
Meat Tenderizer was the ugly duckling of Tier 3 melee weapons. Gave it a little less range, but faster swing speed and less movement speed penalty.
Gave the Noxious Ghoul a fixed spread pattern of poison, and made it throw a bit more poison.
The Silencer now hides your aura (silenced weapon).
Fixed Extended Magazine on weapons with exactly 8 clip.
The round timers for when the doors appear have been reduced to 45 seconds from 60. Too much time wasted here sometimes.

Increased the duration of the Bloodshot Bomb boost from 6 -> 8 seconds.
Fixed Slingshot Zombie weapon name.
Slingshot zombies no longer lose as much health when pouncing.
Moved Slingshot Zombies to Wave 2.
Increased the health of Slingshot Zombies to 180. Increased their points to 5.
Slightly decreased their speed.
Majorly increased the maximum health of Slingshot Zombie Torsos (from 85 -> 140). Increased their point value also.
Chargers now have a shorter charge starting delay, shorter charge time, and shorter time until they start knocking down players.
Chargers are now available on Wave 4 (where they are actually useful).
Increased the health of Chargers from 300 -> 350, and increased their point value.
Humans now spawn on random sigils instead of Sigil A.
Decreased the worth value of drones from 75 -> 65.
Decreased the worth value of magnets from 30 -> 15.
Decreased the price of Bloodshot Bomb from 55 -> 45.
Decreased the price of Detonation Packs from 50 -> 40, since limited stock and are harder to use.
Decreased the price of Nanite Cloud bombs from 45 -> 40 (same as med bomb).
Decreased the price of Cryo Gas Grenades from 50 -> 45 (same as gas grenade)

Sort of work in progress health bar and status bar changes. Replaced the old health model with a proper health bar. There is now also a blood armor bar.
Status indicators are now squares that deplete. They will have icons (which aren't made yet)
Added strength boost, speed/med dart boost, defence and reaper stack indicators to the list of the statuses that appear.
Fixed Haemostasis not working against Tremors.

Reduced the arsenal cost of certain types of tools in the arsenal. Mainly things like the medical tools (including medic rifle, now 55 points).
No reason for these to be expensive for support players when you can start with them, these players make hardly any points and they're tier 1 items mostly.

Halved wisp acceleration. Increased the cooldown between attacks.
Very slightly increased door HP.
Ensured medical points per health is 8 (as set in the default, it reverted back 10). This has been done because point multipliers have been removed.
Reprocessor Trinket now gives full food value.

Refactor some code around deployable messages...
Force field emitters now start with some pulse ammo. Slightly increased their price to compensate.
Added a message if your deployable runs out of ammo.
Remantled deployables should now be more clear in terms of deployable messages.

Fixed the Antidote Shot in many ways. Doesn't waste shots on unaffected players, remantle bonus fixed.
Made it have 4 clip size and fire faster. It is also now unaffected by medical dart modifiers.
Added a sound to sprinting with Cardiotonic. Upped the speed boost a bit.

Now that late game DPS has been toned a lot on weapons, tone down Chem Burster damage from 42 -> 39. Radius also reduced a bit.
Chem Bursters you only realistically get to see for a split second if they're around a corner.

Added a bunch of microskills. They have small benefits and no downsides. None of them are really game breaking.
Added Sanguine, increases your maximum blood armour but reduces maximum health.
Handy, Surgeon and Biology have been split up a bit.
Fixed skills that give you scrap to start with not working on a round restart.

Added new skill: Concentrated Effect. Very slightly increases your explosive damage but reduces explosive radius.
Cannonball has -20% projectile speed but +3% projectile damage.
Orphic Focus's penalty to not ironsighting has been reduced to 110%. The reload penalty is now -5% instead of -10%.
Wooism's ironsighting penalty is now -25% from -40%.
Soft Detonation's explosive damage radius penalty is now only -10%.
Sure Step's penalty to movement speed is now -5 and the slow effectiveness reduction has been increased.
Intrepid's movement speed penalty is now halved.
Fixed a few weapons not showing damage numbers in the correct place.
Increased the damage of Loaded Hull explosions from 150 -> 225.

Humans now spawn on sigils when they connect.
Adjusted the formula for the way zombies get extra health when they spawn. It should adapt to player count better now. Will be monitoring this. If it works out okay late game zombies might be tapered in difficulty.
Zombies at a low infliction get a buff to damage and speed. This is denoted with a slight green glow.

ZE pickup message changes
Messages should only display if the weapon has children parented to it
Now includes target names to know which weapon was picked up
Added hook for things like chatlog tracking
ZE weapons now have a sprite to indicate where you have to stand to pick
it up and are team colored. Green for zombies and orange for humans.
Zombies can now drop ZE weapons

Added killicons for the Assault Turret, Pulse Drone, Rollermine, Antidote Shot and Onyx. Drone killicon reworked.
Moved deployables into their own tab in the arsenal.
Fixed pngs not showing in the weapon selection.
Made it so killicons that use a font render with a higher size in the weapon selection.